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Thank you for the review! I'm glad the visual style came out well. it was my first time doing something to this extent with the style.
As for the balancing, that's a bit intended! Kaboom is intended to be a bit unpredictable (kinda like how an actual player might play) so there are plenty of different strategies to win. Sometimes he acts dumb and gets himself killed. You have to exploit every weakness you see.
One of the methods is spawning as many Funglers as you can too. They work well when they aren't being targetted. They can deal damage from anywhere and deal it passively. It's a strategy to spawn them in a room and get Kaboom to enter the previous room so he isn't able to engage. The main issue is getting enough energy to do so and keeping him in the last room. My main concern was the difficulty which I tried to balance as much as possible and I hope was just right when you played it. There are some strats that guarentee a win, but they take the entire game to do (Which is saving up for Funglers until the last room where you spawn them all before he enters it.) I hope the boringness of that strat gets people to want to try another strategy instead.